Re: [Audyssey] using the sword in mota beta14

2010-10-12 Thread shaun everiss

hmmm that may be something I'd like to fiddle with.
At 02:21 p.m. 12/10/2010, you wrote:
I used to do the same with the original Prince of Persia. In fact 
once I get more confident with BGT one of my projects is going to be 
to see if I can create an audio only game in as close to the same 
style of the original Prince of Persia as possible. That would 
include the spikes that shoot up from the ground and of course those 
smashing jaws that would cut you in half if you walked under them at 
the wrong time. And even back in those days player death sound 
effects could be quite nasty. Getting killed by one of those jaws 
was a prime example.

We are the Knights who say...Ni!
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 11, 2010 7:03 PM
Subject: Re: [Audyssey] using the sword in mota beta14



Hi Bryan,
Lol! Yeah, you got to love those spikes. I often end up landing on
those. Kind of fun doing that too. Sometimes I play the game just to
see how many different ways I can kill Angela Carter.


On 10/11/10, Bryan Peterson bpeterson2...@cableone.net wrote:

I certainly didn't have any trouble with that when I played a little while
ago. Of course my adventure came to a rather nasty end when Angela
accidentally impaled herself on a spike. I don't know if I just had one of
those rare occasions where I forgot to make sure my sword was put away first
or just had a bit of bad luck, but that's what happened.
We are the Knights who say...Ni!


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Re: [Audyssey] MOTA Character Comments

2010-10-12 Thread weisi4u
Hello,

I would say if it takes you to much work to add a on/off feature, then 
don't bother. I like the ideas of changing footsteps, so I am really 
looking forward to the new beta!

Kevin

- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Tue, 12 Oct 2010 18:57:11 +1300
Subject: Re: [Audyssey] MOTA Character Comments

 well I never use the warnings for traps anyway I use the view command.
 I aggree also about the messages.
 In a game I play  in bgt called battlezone enemies say random 
 messages, I suppose angela could say victory messages after a battle, 
 and or stuff before.
 Saying that its not a major part of my game play.
 At 01:45 p.m. 12/10/2010, you wrote:
 Hi everyone,
 I've got a question for all of you that will have some bearing on
 Mysteries of the Ancients beta 15. It has to do with the
 messages/comments Angela says when she enters rooms, encounters traps,
 monsters, whatever.
 At first when I created Mysteries of the Ancients I liked the idea of
 having Angela Carter speaking short comments like Here Comes Trouble
 and things like that. Now, after I've tested and played the game for
 several months I find those same comments distracting and a bit down
 right annoying. They are simply a bit old if you know what I'm saying.
 It has come to the point where I'd like to turn them off or just get
 rid of them from the game completely. Which is why I'm asking you for
 your opinion on the matter.
 First, the warning messages. I'm sure some of you are going to say
 that we still need those in order to locate traps, monsters, whatever.
 That's no longer the case in beta 15.
 In beta 15 as per request I've added a queue before each trap to let
 you know it is there. For chasms, lava, and fire pits you will hear
 the sound of acrumbling ledge to know you are very close to that
 particular trap.  For spike traps you will here the footsteps change
 from stone to metal which will let you know you are very very close to
 the spikes. Basically, there are now alternative means of gathering
 the same exact information without depending on hearing Angela say
 watch out or careful now to know a trap is coming up.
 Second, is timing. For quite a while now several of you have reported
 that the trap worning messages either come too soon or too late.
 About the most extreme case of this is Nicol's recent report that said
 the careful now message didn't even come until after Angela had got
 burned in the fire pit.This is clearly a problem for anyone relying on
 training mode to learn the game. It can't remain to work like that.
 Problem is I've adjusted things, tested, and retested and always seam
 to get different results. Sometimes the messages come too soon and
 some times not soon enough. It is basically hopeless. Which is one
 reason I decided to go ahead and add ledges and other such indicators
 that a trap is near. It is really the only surefire way to to create a
 consistant trap warning.
 So with that in mind if there are now alternative trap warnings in
 place and the comments like careful now aren't that reliable I'm in
 favor of just removing them from the game. After all, if it can't be
 fixed why leave it in the game at all.
 Finally, there is the reason I mentioned above. After I have heard
 Angela say here comes trouble for the thousandth time in the game I
 tend to get bit sick of hearing it. I'd like to shut it off or
 something. However, the way the feature was incorperated into the game
 itself there is no way of turning it on/off without rewriting a good
 deal of code. It would be quicker and easier just to delete the
 hundred lines or so than it would be to write a hundred or more if
 statements to find out if that feature is on or off before speaking
 the comments.
 So what do the rest of you think. If enough of you want the feature I
 can keep it in the game, but if several of you are like me, a bit sick
 and tired of them, let me know so I can edit them out of the game
 before release.
 
 Thanks.
 
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Re: [Audyssey] MOTA Character Comments

2010-10-12 Thread Lori Duncan
Hi Tom, why don't you make it optional, I like the comments as it's another 
friendly voice while playing and they make me smile, so maybe something in 
sounds menu to be able to turn comments off or on?
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 12, 2010 1:45 AM
Subject: [Audyssey] MOTA Character Comments



Hi everyone,
I've got a question for all of you that will have some bearing on
Mysteries of the Ancients beta 15. It has to do with the
messages/comments Angela says when she enters rooms, encounters traps,
monsters, whatever.
At first when I created Mysteries of the Ancients I liked the idea of
having Angela Carter speaking short comments like Here Comes Trouble
and things like that. Now, after I've tested and played the game for
several months I find those same comments distracting and a bit down
right annoying. They are simply a bit old if you know what I'm saying.
It has come to the point where I'd like to turn them off or just get
rid of them from the game completely. Which is why I'm asking you for
your opinion on the matter.
First, the warning messages. I'm sure some of you are going to say
that we still need those in order to locate traps, monsters, whatever.
That's no longer the case in beta 15.
In beta 15 as per request I've added a queue before each trap to let
you know it is there. For chasms, lava, and fire pits you will hear
the sound of acrumbling ledge to know you are very close to that
particular trap.  For spike traps you will here the footsteps change
from stone to metal which will let you know you are very very close to
the spikes. Basically, there are now alternative means of gathering
the same exact information without depending on hearing Angela say
watch out or careful now to know a trap is coming up.
Second, is timing. For quite a while now several of you have reported
that the trap worning messages either come too soon or too late.
About the most extreme case of this is Nicol's recent report that said
the careful now message didn't even come until after Angela had got
burned in the fire pit.This is clearly a problem for anyone relying on
training mode to learn the game. It can't remain to work like that.
Problem is I've adjusted things, tested, and retested and always seam
to get different results. Sometimes the messages come too soon and
some times not soon enough. It is basically hopeless. Which is one
reason I decided to go ahead and add ledges and other such indicators
that a trap is near. It is really the only surefire way to to create a
consistant trap warning.
So with that in mind if there are now alternative trap warnings in
place and the comments like careful now aren't that reliable I'm in
favor of just removing them from the game. After all, if it can't be
fixed why leave it in the game at all.
Finally, there is the reason I mentioned above. After I have heard
Angela say here comes trouble for the thousandth time in the game I
tend to get bit sick of hearing it. I'd like to shut it off or
something. However, the way the feature was incorperated into the game
itself there is no way of turning it on/off without rewriting a good
deal of code. It would be quicker and easier just to delete the
hundred lines or so than it would be to write a hundred or more if
statements to find out if that feature is on or off before speaking
the comments.
So what do the rest of you think. If enough of you want the feature I
can keep it in the game, but if several of you are like me, a bit sick
and tired of them, let me know so I can edit them out of the game
before release.

Thanks.

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Re: [Audyssey] MOTA Character Comments

2010-10-12 Thread NIcol
Hi Tom
The ledges, metal steps, etc. sounds exciting.
I feel also that you can get rid of angela's warnings.
 I feel that the new cues you are adding will be a better warning. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 12 October 2010 02:45 AM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Character Comments

Hi everyone,
I've got a question for all of you that will have some bearing on
Mysteries of the Ancients beta 15. It has to do with the
messages/comments Angela says when she enters rooms, encounters traps,
monsters, whatever.
At first when I created Mysteries of the Ancients I liked the idea of
having Angela Carter speaking short comments like Here Comes Trouble
and things like that. Now, after I've tested and played the game for
several months I find those same comments distracting and a bit down
right annoying. They are simply a bit old if you know what I'm saying.
It has come to the point where I'd like to turn them off or just get
rid of them from the game completely. Which is why I'm asking you for
your opinion on the matter.
First, the warning messages. I'm sure some of you are going to say
that we still need those in order to locate traps, monsters, whatever.
That's no longer the case in beta 15.
In beta 15 as per request I've added a queue before each trap to let
you know it is there. For chasms, lava, and fire pits you will hear
the sound of acrumbling ledge to know you are very close to that
particular trap.  For spike traps you will here the footsteps change
from stone to metal which will let you know you are very very close to
the spikes. Basically, there are now alternative means of gathering
the same exact information without depending on hearing Angela say
watch out or careful now to know a trap is coming up.
Second, is timing. For quite a while now several of you have reported
that the trap worning messages either come too soon or too late.
About the most extreme case of this is Nicol's recent report that said
the careful now message didn't even come until after Angela had got
burned in the fire pit.This is clearly a problem for anyone relying on
training mode to learn the game. It can't remain to work like that.
Problem is I've adjusted things, tested, and retested and always seam
to get different results. Sometimes the messages come too soon and
some times not soon enough. It is basically hopeless. Which is one
reason I decided to go ahead and add ledges and other such indicators
that a trap is near. It is really the only surefire way to to create a
consistant trap warning.
So with that in mind if there are now alternative trap warnings in
place and the comments like careful now aren't that reliable I'm in
favor of just removing them from the game. After all, if it can't be
fixed why leave it in the game at all.
Finally, there is the reason I mentioned above. After I have heard
Angela say here comes trouble for the thousandth time in the game I
tend to get bit sick of hearing it. I'd like to shut it off or
something. However, the way the feature was incorperated into the game
itself there is no way of turning it on/off without rewriting a good
deal of code. It would be quicker and easier just to delete the
hundred lines or so than it would be to write a hundred or more if
statements to find out if that feature is on or off before speaking
the comments.
So what do the rest of you think. If enough of you want the feature I
can keep it in the game, but if several of you are like me, a bit sick
and tired of them, let me know so I can edit them out of the game
before release.

Thanks.

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[Audyssey] a very tricky harpie in mota beta14

2010-10-12 Thread NIcol
HI Tom and list\
After I jumped over the fire in level1, I met a harpie.
I couldn't kill him with any weapon I had.
His sound was right in the centre which means I was very close to him.
I had 3 weapons on me:
The shotgun, the pistol and the sword.
I couldn't kill him with all 3.
Am I missing something?
Or is this a bug maybe?


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[Audyssey] Fw: MOTA Character Comments

2010-10-12 Thread Hayri Tulumcu


- Original Message - 
From: Hayri Tulumcu ha...@ka-net.dk

To: usa-games-l...@googlegroups.com
Sent: Tuesday, October 12, 2010 2:21 PM
Subject: Re: MOTA Character Comments


I totally agree that these messages must be off! I thought the person who 
recorded the warnings in beta 12 was a little more natural when she had to 
say: Here comes trouble! So just throw those warnings to hell! THANKS!!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: usa-games-list usa-games-l...@googlegroups.com
Sent: Tuesday, October 12, 2010 2:46 AM
Subject: MOTA Character Comments



Hi everyone,
I've got a question for all of you that will have some bearing on
Mysteries of the Ancients beta 15. It has to do with the
messages/comments Angela says when she enters rooms, encounters traps,
monsters, whatever.
At first when I created Mysteries of the Ancients I liked the idea of
having Angela Carter speaking short comments like Here Comes Trouble
and things like that. Now, after I've tested and played the game for
several months I find those same comments distracting and a bit down
right annoying. They are simply a bit old if you know what I'm saying.
It has come to the point where I'd like to turn them off or just get
rid of them from the game completely. Which is why I'm asking you for
your opinion on the matter.
First, the warning messages. I'm sure some of you are going to say
that we still need those in order to locate traps, monsters, whatever.
That's no longer the case in beta 15.
In beta 15 as per request I've added a queue before each trap to let
you know it is there. For chasms, lava, and fire pits you will hear
the sound of acrumbling ledge to know you are very close to that
particular trap.  For spike traps you will here the footsteps change
from stone to metal which will let you know you are very very close to
the spikes. Basically, there are now alternative means of gathering
the same exact information without depending on hearing Angela say
watch out or careful now to know a trap is coming up.
Second, is timing. For quite a while now several of you have reported
that the trap worning messages either come too soon or too late.
About the most extreme case of this is Nicol's recent report that said
the careful now message didn't even come until after Angela had got
burned in the fire pit.This is clearly a problem for anyone relying on
training mode to learn the game. It can't remain to work like that.
Problem is I've adjusted things, tested, and retested and always seam
to get different results. Sometimes the messages come too soon and
some times not soon enough. It is basically hopeless. Which is one
reason I decided to go ahead and add ledges and other such indicators
that a trap is near. It is really the only surefire way to to create a
consistant trap warning.
So with that in mind if there are now alternative trap warnings in
place and the comments like careful now aren't that reliable I'm in
favor of just removing them from the game. After all, if it can't be
fixed why leave it in the game at all.
Finally, there is the reason I mentioned above. After I have heard
Angela say here comes trouble for the thousandth time in the game I
tend to get bit sick of hearing it. I'd like to shut it off or
something. However, the way the feature was incorperated into the game
itself there is no way of turning it on/off without rewriting a good
deal of code. It would be quicker and easier just to delete the
hundred lines or so than it would be to write a hundred or more if
statements to find out if that feature is on or off before speaking
the comments.
So what do the rest of you think. If enough of you want the feature I
can keep it in the game, but if several of you are like me, a bit sick
and tired of them, let me know so I can edit them out of the game
before release.

Thanks.





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Re: [Audyssey] a very tricky harpie in mota beta14

2010-10-12 Thread Charles Rivard
To me, this is very strange.  My first thought is, yeah, you're missing the 
harpie.  (grin) I wonder if taking one step forward, then turning around and 
battling would work.  Or, if there is space between you and the jumped pit, 
back up one step and go at it.  Not sure.


---
Shepherds are the best beasts!
- Original Message - 
From: NIcol nicoljaco...@telkomsa.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, October 12, 2010 5:28 AM
Subject: [Audyssey] a very tricky harpie in mota beta14



HI Tom and list\
After I jumped over the fire in level1, I met a harpie.
I couldn't kill him with any weapon I had.
His sound was right in the centre which means I was very close to him.
I had 3 weapons on me:
The shotgun, the pistol and the sword.
I couldn't kill him with all 3.
Am I missing something?
Or is this a bug maybe?


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Re: [Audyssey] MOTA Character Comments

2010-10-12 Thread Mike Reiser

 Let's get rid of the comments sence the cues are in place.

Mike

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Re: [Audyssey] MOTA Character Comments

2010-10-12 Thread Yohandy
I don't think we need the feature to be honest. I mean if you're about to 
fall into a firepit in real life are you gonna say uh-oh there's trouble 
ahead! Nah really? would've never noticed. lol


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 11, 2010 8:45 PM
Subject: [Audyssey] MOTA Character Comments



Hi everyone,
I've got a question for all of you that will have some bearing on
Mysteries of the Ancients beta 15. It has to do with the
messages/comments Angela says when she enters rooms, encounters traps,
monsters, whatever.
At first when I created Mysteries of the Ancients I liked the idea of
having Angela Carter speaking short comments like Here Comes Trouble
and things like that. Now, after I've tested and played the game for
several months I find those same comments distracting and a bit down
right annoying. They are simply a bit old if you know what I'm saying.
It has come to the point where I'd like to turn them off or just get
rid of them from the game completely. Which is why I'm asking you for
your opinion on the matter.
First, the warning messages. I'm sure some of you are going to say
that we still need those in order to locate traps, monsters, whatever.
That's no longer the case in beta 15.
In beta 15 as per request I've added a queue before each trap to let
you know it is there. For chasms, lava, and fire pits you will hear
the sound of acrumbling ledge to know you are very close to that
particular trap.  For spike traps you will here the footsteps change
from stone to metal which will let you know you are very very close to
the spikes. Basically, there are now alternative means of gathering
the same exact information without depending on hearing Angela say
watch out or careful now to know a trap is coming up.
Second, is timing. For quite a while now several of you have reported
that the trap worning messages either come too soon or too late.
About the most extreme case of this is Nicol's recent report that said
the careful now message didn't even come until after Angela had got
burned in the fire pit.This is clearly a problem for anyone relying on
training mode to learn the game. It can't remain to work like that.
Problem is I've adjusted things, tested, and retested and always seam
to get different results. Sometimes the messages come too soon and
some times not soon enough. It is basically hopeless. Which is one
reason I decided to go ahead and add ledges and other such indicators
that a trap is near. It is really the only surefire way to to create a
consistant trap warning.
So with that in mind if there are now alternative trap warnings in
place and the comments like careful now aren't that reliable I'm in
favor of just removing them from the game. After all, if it can't be
fixed why leave it in the game at all.
Finally, there is the reason I mentioned above. After I have heard
Angela say here comes trouble for the thousandth time in the game I
tend to get bit sick of hearing it. I'd like to shut it off or
something. However, the way the feature was incorperated into the game
itself there is no way of turning it on/off without rewriting a good
deal of code. It would be quicker and easier just to delete the
hundred lines or so than it would be to write a hundred or more if
statements to find out if that feature is on or off before speaking
the comments.
So what do the rest of you think. If enough of you want the feature I
can keep it in the game, but if several of you are like me, a bit sick
and tired of them, let me know so I can edit them out of the game
before release.

Thanks.

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Re: [Audyssey] MOTA Character Comments

2010-10-12 Thread Ben
Fine, fine, fine!  Everything you suggested is perfect.  Just like super
liam - not using the view command which i considered a pain anyway.  Also
the idea of the steps being different anyway is cool.  And i'm now
reiterating my comments: i'm willing to ride this out until beta 15 and see
what happens from there.


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Re: [Audyssey] MOTA Character Comments

2010-10-12 Thread Charles Rivard
Why?  It's an interesting discussion about how gamers feel, and, after all, 
Thomas asked for input.


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- Original Message - 
From: Mike Reiser blindgu...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 12, 2010 10:19 AM
Subject: Re: [Audyssey] MOTA Character Comments



 Let's get rid of the comments sence the cues are in place.

Mike

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Re: [Audyssey] MOTA Character Comments

2010-10-12 Thread Yohandy

I agree with Charles on a few things. Thomas, how about if messages are
spoken totally at random, not necessarily when you encounter a trap? For
instance Angela could randomly say something like gee, it sure is cold in
here. that'll definitely add character. I'm not saying this should be 
implemented immediately, but I think it's a cool thing to consider for 
future games. Something for the 3d engine for instance.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 11, 2010 10:05 PM
Subject: Re: [Audyssey] MOTA Character Comments



Hi Charles,
Not without a bunch of extra rewriting. Anything is possible if I want
to take the time to randomly speak messages or have an on/off switch
whatever. It is one thing just to search for x number of lines and
delete them. it It is quite another to first delete them and then
rewrite them complete with if statements that tells the game to do
this if this happens or to do that if that happens etc. Its not hard
work, but time consuming work.
One way to look at this is I could go ahead and remove them now, but
some day down the road when the game is stable, there isn't a lot to
do, I can take a day or two and put them back in properly so you can
turn them on/off or they will play only once and a while. I agree they
do add character, but the current way they were included isn't the
best way I could have done it. Especially, if I'd like the option to
just turn them off if I get tired of them.

On 10/11/10, Charles Rivard woofer...@sbcglobal.net wrote:

If being able to turn them on or off, or having them in the training mode
only, would cause you to have to do a lot of time consuming rewriting,
and
if the newly incorporated sound clues work reliably, then I would say to
do
away with them, even though a character who speaks throughout the game
does
add character.  Is there a way to randomly have Angela say something like
Here comes trouble!, or Oh, no! when an attack begins, and have the
crumbling ledge at the edge of a pit as a warning all the time?  That
way,
you won't rely on her voice, but it is there once in a while, as if she's
sort of thinking out loud, which might be a natural reaction to an
attack?


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[Audyssey] footie11.

2010-10-12 Thread Ian McNamara
Hi all made some progress with the footie 11 game. they are awere that there 
sight is not fully screen reader friendly and are going to discuss the 
sujjestions i have made. 

Ian McNamara 
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Re: [Audyssey] MOTA Character Comments

2010-10-12 Thread Thomas Ward
Hi Yohandy,
Anything is possible I suppose. I haven't completely ruled comments
out for future releases, but more the simple case I didn't have enough
message files to make that a viable option and the way I wrote the
commenting feature it would take a lot of work rewriting it to pick
random messages and to be enabled/disabled as needed. So I felt the
best alternative in the mean time was just to remove the commenting
code completely and maybe add a better commenting system at some
future point down the road when I have more time to work on it.

On 10/12/10, Yohandy yohand...@gmail.com wrote:
 I agree with Charles on a few things. Thomas, how about if messages are
 spoken totally at random, not necessarily when you encounter a trap? For
 instance Angela could randomly say something like gee, it sure is cold in
 here. that'll definitely add character. I'm not saying this should be
 implemented immediately, but I think it's a cool thing to consider for
 future games. Something for the 3d engine for instance.

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Re: [Audyssey] MOTA Character Comments

2010-10-12 Thread Thomas Ward
Hi Lori,
Sigh...As I have explained several times, including in my original
post, that's simply not feasable right now. The way I added the
comments to the game there is no way to turn them on/off. To fix that
I'd have to delete all that code and rewrite it from scratch with the
on/off ability in mind. Plus I'd need to have my voice talent make
several more messages to give me a larger selection of voice clips. In
short, I'd be spending anywhere from two days to five days just
working on that feature. Would you rather I work on more important
things like bug fixes, new game levels, etc or is the message files so
important I'm suppose to spend an entire week of development time on
this one feature?
As it happens I've already deleted the code, which had to be done
anyway,and it only took about an hour to get it removed. Rewriting it
with a series of if statements would be another matter. Figure at
least a day or two of work coding and x amount of days to get the
messages/comments recorded, edited, and added to the game. In my
personal opinion it isn't worth the time and energy right now.

Cheers!


On 10/12/10, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi Tom, why don't you make it optional, I like the comments as it's another
 friendly voice while playing and they make me smile, so maybe something in
 settings menu to be able to turn comments off or on?

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Re: [Audyssey] Marvel VS. Capcom 3 gameplay!

2010-10-12 Thread Johnny Tai
I find it a bit chaotic- almost like 4 games going on at once. I vaguely 
made out captain america in one part, then maybe spiderman, but most of it 
was just a big blur of noises.

No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

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Visit: cyberassault.org
PORT: 1
- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 11, 2010 2:43 PM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!



Vary nice

Shane

- Original Message - 
From: clement chou chou.clem...@gmail.com
To: brandonsl...@freelists.org; Gamers Discussion list 
gamers@audyssey.org

Sent: Saturday, October 09, 2010 10:59 PM
Subject: [Audyssey] Marvel VS. Capcom 3 gameplay!


For all the fighting fans who want to stay updated with one of the 
hottest games in the genre. lol. Not sure if I've posted this already, 
but here it is... long live marvel vs capcom!

http://dl.dropbox.com/u/3394499/MARVEL%20VS.%20CAPCOM%203%20-%20Comic-Con%20Gameplay%202.mp3

Enjoy!
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Re: [Audyssey] a very tricky harpie in mota beta14

2010-10-12 Thread Thomas Ward
Hi Nicol,
You were probably too close to the harpy to injure/kill her. After all
if you are going to use a sword, gun, or even throw a punch there has
to be some space between you and the enemy to maneuver around some.
You can't be exactly at the same location she is to injure/kill the
harpy.
BTW, harpies are always female not male. By definition they are half
woman/half bird creatures. If there are male harpies out there they
aren't apart of the official Greek methology.

Smile.


On 10/12/10, NIcol nicoljaco...@telkomsa.net wrote:
 HI Tom and list\
 After I jumped over the fire in level1, I met a harpie.
 I couldn't kill him with any weapon I had.
 His sound was right in the centre which means I was very close to him.
 I had 3 weapons on me:
 The shotgun, the pistol and the sword.
 I couldn't kill him with all 3.
 Am I missing something?
 Or is this a bug maybe?


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Re: [Audyssey] Marvel VS. Capcom 3 gameplay!

2010-10-12 Thread clement chou
Yeah. Unfortunately for the people who can't follow games that go too fast, 
this one might be out. The pace has picked up drasticaly since the first 
game... even marvel vs. Capcom 2 was nuts.
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 12, 2010 12:09 PM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!


I find it a bit chaotic- almost like 4 games going on at once. I vaguely 
made out captain america in one part, then maybe spiderman, but most of it 
was just a big blur of noises.

No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling- call or email to book 
your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

Watch our videos at:

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http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out my writings at:

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http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

Not perfect, but honorable.
Not wealthy, but very happy.
Not successful, but confident.
Not famous, but popular.
Don't have an empire, but have a home.
Don't have many lovers, but know what is true love.

Visit: cyberassault.org
PORT: 1
- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 11, 2010 2:43 PM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!



Vary nice

Shane

- Original Message - 
From: clement chou chou.clem...@gmail.com
To: brandonsl...@freelists.org; Gamers Discussion list 
gamers@audyssey.org

Sent: Saturday, October 09, 2010 10:59 PM
Subject: [Audyssey] Marvel VS. Capcom 3 gameplay!


For all the fighting fans who want to stay updated with one of the 
hottest games in the genre. lol. Not sure if I've posted this already, 
but here it is... long live marvel vs capcom!

http://dl.dropbox.com/u/3394499/MARVEL%20VS.%20CAPCOM%203%20-%20Comic-Con%20Gameplay%202.mp3

Enjoy!
---
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Re: [Audyssey] a very tricky harpie in mota beta14

2010-10-12 Thread shaun everiss
I have this you need to jump to the right as quick as you can then 
turn left then try.

you can try your fists if you are that close.
At 11:28 p.m. 12/10/2010, you wrote:

HI Tom and list\
After I jumped over the fire in level1, I met a harpie.
I couldn't kill him with any weapon I had.
His sound was right in the centre which means I was very close to him.
I had 3 weapons on me:
The shotgun, the pistol and the sword.
I couldn't kill him with all 3.
Am I missing something?
Or is this a bug maybe?


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Re: [Audyssey] Marvel VS. Capcom 3 gameplay!

2010-10-12 Thread Johnny Tai
That's one of my main complaints when comparing today's games: 
PS2/3/Xbox/etc, to the ealrier ps1 and beyond games. Granted audio and 
visual have progressed far, but I've seen so many games now that to me 
anyway, just sound like a jumbled mess- this, when coupled with loud and 
trashy music in the background- TEKKEN 6, I'm looking at you, makes playing 
a practice in headache for the older gamers.
I love the soul calibur series to death, but I had a heck of a time getting 
used to Soul Calibur 3- music's lovely, but the fight sounds jumble so much 
that often one can't even tell for sure what just happened lol.
So yes, granted the soul blade game, older and alot uglier and slower by 
comparison, but at least one can follow every move as it happens without 
needing a slow replay.


No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling- call or email to book 
your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

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http://www.cdbaby.com/thecat

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http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

Watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

Not perfect, but honorable.
Not wealthy, but very happy.
Not successful, but confident.
Not famous, but popular.
Don't have an empire, but have a home.
Don't have many lovers, but know what is true love.

Visit: cyberassault.org
PORT: 1
- Original Message - 
From: clement chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 12, 2010 3:39 PM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!


Yeah. Unfortunately for the people who can't follow games that go too 
fast, this one might be out. The pace has picked up drasticaly since the 
first game... even marvel vs. Capcom 2 was nuts.
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 12, 2010 12:09 PM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!


I find it a bit chaotic- almost like 4 games going on at once. I vaguely 
made out captain america in one part, then maybe spiderman, but most of it 
was just a big blur of noises.

No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling- call or email to book 
your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

Watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out my writings at:

http://www.alteraeon.com/fanfic/

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Not perfect, but honorable.
Not wealthy, but very happy.
Not successful, but confident.
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Visit: cyberassault.org
PORT: 1
- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 11, 2010 2:43 PM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!



Vary nice

Shane

- Original Message - 
From: clement chou chou.clem...@gmail.com
To: brandonsl...@freelists.org; Gamers Discussion list 
gamers@audyssey.org

Sent: Saturday, October 09, 2010 10:59 PM
Subject: [Audyssey] Marvel VS. Capcom 3 gameplay!


For all the fighting fans who want to stay updated with one of the 
hottest games in the genre. lol. Not sure if I've posted this already, 
but here it is... long live marvel vs capcom!

http://dl.dropbox.com/u/3394499/MARVEL%20VS.%20CAPCOM%203%20-%20Comic-Con%20Gameplay%202.mp3

Enjoy!
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Re: [Audyssey] Marvel VS. Capcom 3 gameplay!

2010-10-12 Thread clement chou

Partly it's just getting used to it.

Did you just say teken 6 has trashy music? Oh my... that's an opinion I 
disagree with. But I'll keep that to myself. Some of the best tracks are 
from that game. lol.


I think it depends on the game. Soul Calibur 4, for example, is a bit more 
slow and mythodical. It's not so much about today's games... it's about the 
pace of the particular game. Street Fighter 4, if you listen to it, has a 
sound unique to each attack. Whether it's a light, medium or heavy punch, 
there's a different sound. The same applies to the kicks. Add in sounds for 
your special meters, and you've got about as much detail as it's possible to 
get from pure audio and no vision. lol.
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 12, 2010 4:44 PM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!


That's one of my main complaints when comparing today's games: 
PS2/3/Xbox/etc, to the ealrier ps1 and beyond games. Granted audio and 
visual have progressed far, but I've seen so many games now that to me 
anyway, just sound like a jumbled mess- this, when coupled with loud and 
trashy music in the background- TEKKEN 6, I'm looking at you, makes 
playing a practice in headache for the older gamers.
I love the soul calibur series to death, but I had a heck of a time 
getting used to Soul Calibur 3- music's lovely, but the fight sounds 
jumble so much that often one can't even tell for sure what just happened 
lol.
So yes, granted the soul blade game, older and alot uglier and slower by 
comparison, but at least one can follow every move as it happens without 
needing a slow replay.


No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling- call or email to book 
your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

Watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

Not perfect, but honorable.
Not wealthy, but very happy.
Not successful, but confident.
Not famous, but popular.
Don't have an empire, but have a home.
Don't have many lovers, but know what is true love.

Visit: cyberassault.org
PORT: 1
- Original Message - 
From: clement chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 12, 2010 3:39 PM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!


Yeah. Unfortunately for the people who can't follow games that go too 
fast, this one might be out. The pace has picked up drasticaly since the 
first game... even marvel vs. Capcom 2 was nuts.
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 12, 2010 12:09 PM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!


I find it a bit chaotic- almost like 4 games going on at once. I vaguely 
made out captain america in one part, then maybe spiderman, but most of 
it was just a big blur of noises.

No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling- call or email to book 
your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

Watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

Not perfect, but honorable.
Not wealthy, but very happy.
Not successful, but confident.
Not famous, but popular.
Don't have an empire, but have a home.
Don't have many lovers, but know what is true love.

Visit: cyberassault.org
PORT: 1
- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 11, 2010 2:43 PM
Subject: Re: [Audyssey] Marvel VS. Capcom 3 gameplay!



Vary nice

Shane

- Original Message - 
From: clement chou chou.clem...@gmail.com
To: brandonsl...@freelists.org; Gamers Discussion list 
gamers@audyssey.org

Sent: Saturday, October 09, 2010 10:59 PM
Subject: [Audyssey] Marvel VS. Capcom 3 gameplay!


For all the fighting fans who want to stay updated with one of the 
hottest games in the genre. 

[Audyssey] for Thomas, very great news.

2010-10-12 Thread Petr Bláha

 Hi Thomas,
yesterday i have installed the latest Ubuntu version 10.10 mawerick meerkat.
Now i have tried to play Mota beta 14 under it, and i have found that 
problem with slow keyboard reactions disappeared. Now game under linux 
has the same speed like in windows.

Hope it is not only in my case.


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